Resume

Level Design
Multiplayer and single player level layout
Mission design and documentation
Whitebox to final implementation
Specializing in action games and shooters, but understand a broad range of genres (anything but sports!)

Environment Art
Hard surface and organic high poly modeling and sculpting using Maya and Z-brush
Low Poly Modeling and unwrapping using Maya
High to low baking using xNormal
Texturing and surfacing using Photoshop and in engine material systems
Lighting and visual effects using in engine tools

General Skills
Able to generate smooth, shippable full level gameplay collision geometry using Maya and in engine tools
Bug fixing and finding solutions to implementation and workflow problems
Optimization of content for various platforms to achieve a solid framerate and to fit within memory limitations

Murdered: Soul Suspect(X360, PS3, PC) (2009-2014)
Co-Lead Environment Artist (2012 – 2014)
Scheduling and tasking half of the environment team on a day to day basis, collaborating collaborating closely with my Co-Lead Environment Artist, Art Director, and Producer to manage consistency, quality, and scheduling
Communicating with the design team, tech team, and animation team to make sure the environment meets their needs while still maintaining visual fidelity
Producing content and assembling environments
Implementing level streaming and managing optimization tasks for all levels in the game
Extensive bug fixing of all environments to get them to shippable quality

Senior Level Designer (2009-2011)
Worked with the lead designer / creative director to design and document core game-play &nbspsystems
Prototyped various game-play features using kismet
Designed, built, and scripted multiple prototype levels
&nbspAssisted the Environment Team to help meet critical milestone deadlines

Dark Void(X360, PS3, PC) (2007-2009)
Created Environment art proxy in early stages of development
Created Environment Props in early stages of development up to 2nd publisher demo
Designed, built, and scripted a large number of prototype missions and multiple missions that shipped with the game
Implemented streaming and assisted with scripting in most missions in the game
Assisted the Environment Team to build content needed for various level and game design that came late in production

Mad Doc Software

Andover, MA
December 2005 – January 2007
Level Designer - Full Time

Cancelled First Person Tactical Shooter (X360, PC)
Created and iterated design documents and 2D layouts for a multitude of levels
Built levels in the unreal (3) editor using BSP, terrain, and static meshes
Scripted AI sequences, cinematic sequences, and prototyped various gameplay elements using Kismet
Optimized content and levels for memory and performance
Worked with the Environment team to help create advanced materials

Glyphx Games

Orem, UT
July 2004 – May 2005
Level Designer - Contracted by Majesco, on site at Glyphx

Advent Rising (XBOX, PC)
Built levels in the unreal (2) editor using BSP, terrain, and static meshes
Scripted AI sequences and cinematic sequences
Optimized content and levels for memory and performance on the XBOX
Built Demo level for E3 2004 presentation